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Old 02-25-2010, 10:38 PM   #411
Phantasm
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Last two from the Spidey-batch:

VULTURE

Real Name: Adrian Toomes.
Occupation: Professional criminal; former electronics engineer.
Legal Status: Citizen of the United States with a criminal record.
Identity: Publicly known.
Other Aliases: None.
Place of Birth: Staten Island, New York.
Marital Status: Unrevealed.
Known Relatives: None.
Group Affiliation: None.
Base of Operations: New York City.
History: Adrian Toomes was an electronics engineer who helped found a small firm with Gregory Bestman. Toomes let Bestman handle all the business aspects while he worked in the firm's research and development lab. Bestman tricked Toomes into signing over his half of the firm, then fired him for perceived slights. Without immediate legal recourse, Toomes decided to resort to burglary. He broke into the lab where he'd been working on a new invention a winged flight harness which utilized a combination of wings and an antigravity generator the firm had purchased from the Wizard and stole the suit (see Wizard).

Toomes trained himself in the use of the suit, and made his debut as the Vulture by harassing and kidnapping Bestman, attempting to force Bestman into admitting in public that he'd swindled Toomes. He clashed twice with Spider-Man before he was captured and sent to prison; in their second confrontation, Spider-Man teamed with Iceman of the X-Men (see Iceman; Spider-Man; X-Men). Ultimately, Bestman told the truth in Toomes's trial, and has been arraigned on charges of his own.

Toomes recently escaped prison in a massive jailbreak led by the Rhino, during which he either regained or duplicated his flight harness (see Rhino). He was recently seen meeting with someone who looked a lot like Mysterio from a distance (see Mysterio). Where and when the Vulture will strike next is anyone's guess.
Height: 5' 11".
Weight: 175 lbs.
Eyes: Hazel.
Hair: Bald, formerly black.
Uniform: Green and black bodysuit, green boots, wings underneath his arms which, when fully extended, extend to twice his arm length.
Strength Level: Adrian Toomes possesses the normal human strength of a man his age, height, and build who engages in regular exercise. The flight harness amplifies his strength by a factor of four, enabling him to lift (press) around 700 pounds.
Known Superhuman Powers: None; all of his abilities stem from his uniform.
Other Abilities: Adrian Toomes is a skilled engineer and inventor, but does not have the ability to create truly revolutionary superscience devices without help. For instance, he designed his flight suit but still needed to acquire the antigravity generator from outside sources rather than inventing it himself.
Weapons and Paraphernalia: The Vulture wears a battlesuit which possesses a pair of wings underneath the arms and a prototype anti-gravity generator to provide lift. The suit also amplifies his strength by a factor of four, as well as giving him protection against most police handguns. While the suit's wings are underneath his arms and extend to three times his arm length when fully deployed, his hands are left free for grabbing and carrying while in flight.

The suit enables him to fly completely silently, maneuvering by flapping his wings like a bird does. In the event that the antigravity unit is disabled, he can still glide for long distances and maneuver in flight. The Vulture is able to attain altitudes up to 11,000 feet above sea level, at which point the air becomes too thin for him to breathe. He can fly for up to six hours before tiring appreciably. The suit is able to maintain speeds up to 95 miles per hour.

180 points
Attributes:
ST 10 [0]; DX 12 [40]; IQ 13 [60]; HT 10 [0].
Secondary Characteristics: Dmg 2d-1/3d+2 (1d-2/1d w/out suit); BL 80 lbs (20 lbs w/out suit); HP 10 [0]; Will 12 [-5]; Per 13 [0]; FP 10 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0]; Basic Air Move 12 [2]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Artificer 1 [10]; Combat Reflexes [15]; Enhanced Dodge 1 [15]; Enhanced Move (Air) 2 (Gadget/Breakable: DR 0, -20%; Gadget/Breakable, SM 0, -25%) [22]; Flight (Gadget/Breakable: DR 0, -20%; Gadget/Breakable, SM 0, -25%; Winged, -25%) [12]; Lifting ST +10 (Gadget/Breakable: DR 0, -20%; Gadget/Breakable, SM 0, -25%) [17]; Striking ST +10 (Gadget/Breakable: DR 0, -20%; Gadget/Breakable, SM 0, -25%) [28].
Disadvantages: Appearance (Unattractive) [-4]; Bad Sight (Nearsighted) (Mitigator: Glasses/Contacts, -60%) [-10]; Code of Honor (Professional) [-5]; Easy to Read [-10]; Low Pain Threshold [-10]; Pacifism (Reluctant Killer) [-5]; Selfish (9) [-7]; Social Stigma (Criminal Record) [-5]; Vow (Defeat Spider-Man) (Major Vow) [-10].
Quirks: Distinctive Feature ("Beaked" Nose) [-1]; Dual Identity [-1]; Uncongenial [-1].
Skills: Aerobatics (H) DX+2 [12] 14; Engineer/TL8 (Electronics) (H) IQ+1 [4] 14*; Engineer/TL8 (Low-G Wings) (H) IQ+1 [4] 14*; Flight (A) HT+2 [8] 12; Mathematics/TL8 (Applied) (H) IQ-1 [2] 12; Navigation/TL8 (Air) (A) IQ-1 [1] 12; Physics/TL8 (VH) IQ-2 [2] 11.
Starting Spending Money: $3,600 (20% of Starting Wealth, minus the cost of a TL8 Ballistic Vest, giving Flexible DR 8/2, built into his flight suit).

* Includes +1 from Artificer.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 02-25-2010, 10:41 PM   #412
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

And finally:

WATSON, MARY JANE

Real Name: Mary Jane Watson.
Occupation: College student pursuing a performance arts major, part-time indie band singer.
Legal Status: Citizen of the United States with no criminal record.
Identity: Mary Jane Watson does not use a dual identity.
Other Aliases: "MJ".
Place of Birth: Queens, New York.
Marital Status: Single.
Known Relatives: Phillip (father), Madeline (mother), Gayle (sister), Judge Spencer Watson (uncle), Anna May Watson (aunt).
Group Affiliation: The Half-Baked Potatoes, an indie band.
Base of Operations: New York City.
History: Mary Jane Watson grew up in the borough of Queens next door to May and Ben Parker, and was friendly towards their nephew Peter, although she and Peter tended to socialize with different groups in high school (see Parker, May; Spider-Man; Deceased: Parker, Ben). Her parents fought constantly, and after being accepted at Empire State University moved out of her parents' house in Queens to live on-campus in Manhattan.

To the casual observer, Mary Jane is a fun-loving, extroverted woman who delights in having like-minded people around her. However, her close friends – which currently include Peter Parker, Gwen Stacy, and Harry Osborn – know that the carefree exterior masks a sensitive soul who is afraid of getting emotionally hurt (see Osborn, Harry; Stacy, Gwen). Mary Jane and Gwen are well aware of each other's feelings towards Peter; unlike Gwen, however, Mary Jane knows that Peter and Spider-Man are one and the same. She apparently learned this not long after Peter had become Spider-Man, after she saw Peter run into his Aunt May's house and Spider-Man emerge from an upstairs window.

Mary Jane is currently pursuing a performance arts degree with the overall intention of performing in Broadway productions. In her spare time and as a means to earn some spending money she sings for an indie band, the Half-Baked Potatoes.
Height: 5' 8".
Weight: 120 lbs.
Eyes: Green.
Hair: Red.
Uniform: None.
Strength Level: Mary Jane Watson possesses the normal human strength of a woman her age, height, and build who engages in moderate regular exercise.
Known Superhuman Powers: None.
Other Abilities: Mary Jane is a skilled stage actress, dancer, and singer, and has studied directing for the stage and dance choreography.

Mary Jane Watson: "Face it, Tiger. You just hit the jackpot." – Amazing Spider-Man

75 points
Attributes:
ST 10 [0]; DX 11 [20]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 11 [0]; Per 12 [5]; FP 12 [0]; Basic Speed 5.75 [0]; Basic Speed 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Appearance (Beautiful) [12]; Fashion Sense [5]; Social Chameleon [5]; Voice [10].
Perks: Classic Features (Classic Redhead) [1]; Photogenic [1].
Disadvantages: Chummy [-5]; Compulsive Carousing (9) [-7]; Low Self-Image [-10]; Pacifism (Self-Defense Only) [-15]; Wealth (Struggling) [-10].
Quirks: Congenial [-1]; Responsive [-1].
Skills: Breath Control (H) HT+0 [4] – 12; Carousing (E) HT+2 [4] – 14; Connoisseur (Dance) (A) IQ+0 [2] – 11; Current Affairs/TL8 (Popular Culture) (E) IQ+0 [1] – 11; Dancing (A) DX+1 [4] – 12; Driving/TL8 (Motorcycle) (A) DX-1 [1] – 10; Group Performance (Choreography) (A) IQ+0 [1] – 11*; Leadership (A) IQ-1 [1] – 10; Makeup/TL8 (E) IQ+1 [2] – 12; Performance (A) IQ+1 [1] – 12†; Savoir-Faire (High Society) (E) IQ+0 [1] – 11; Sewing/TL8 (E) DX+0 [1] – 11; Sex Appeal (Human) (A) HT+5 [1] – 17†‡; Singing (E) HT+2 [1] – 14†.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Defaulted from Dancing.
† Includes +2 from Voice.
‡ Includes +4 from Appearance.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 07-26-2017 at 07:43 PM. Reason: Altered bio slightly
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Old 03-09-2010, 06:01 AM   #413
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

I've decided my next batch of characters will be from Daredevil's neck of the woods. I admit, I overdosed on the director's cut of the Daredevil movie (over an hour additional footage, and no gratuitous love scene) and the theatrical version of Elektra back to back.

My question essentially becomes: who - other than Kingpin, Elektra, and Owl - are either some of the better villains DD has faced or you think have the potential to be such? (I'm excluding Matador from both lists. He makes third-rate villains look good!) I'm already considering the original Ani-Men

One interesting tidbit about DD is that his title is closer to a true martial arts campaign than most other comic-inspired campaigns. Expect a much higher number of combat techniques and perks for every character than I put in for Spidey's crew.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 03-09-2010, 06:48 AM   #414
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
I've decided my next batch of characters will be from Daredevil's neck of the woods. I admit, I overdosed on the director's cut of the Daredevil movie (over an hour additional footage, and no gratuitous love scene) and the theatrical version of Elektra back to back.

My question essentially becomes: who - other than Kingpin, Elektra, and Owl - are either some of the better villains DD has faced or you think have the potential to be such? (I'm excluding Matador from both lists. He makes third-rate villains look good!) I'm already considering the original Ani-Men

One interesting tidbit about DD is that his title is closer to a true martial arts campaign than most other comic-inspired campaigns. Expect a much higher number of combat techniques and perks for every character than I put in for Spidey's crew.
Well since I have been overdosing on DD comics for the past 2 weeks (and some Batman like Hush). There is always Bullseye, Gladiator, Mr. Hyde, Typhoid Mary, Kirigi the Ninja and a lesser known villain Death-Stalker.
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Old 03-09-2010, 07:43 AM   #415
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

What about some generics like hand ninjas? The hand is a pretty important enemy in the DD books.

Last edited by Jackal_Strain; 03-09-2010 at 08:02 AM.
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Old 03-12-2010, 10:30 AM   #416
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

APE-MAN

Real Name: Gordon Keefer
Occupation: Former construction worker, now professional criminal.
Legal Status: Citizen of the United Stated with a criminal record.
Identity: Known to the authorities.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Divorced.
Known Relatives: Ex-wife and daughter (names unrevealed).
Group Affiliation: Ani-Men.
Base of Operations: New York City.
History: Gordon Keefer was a former construction worker who had shot his site foreman in the chest with a shotgun in a fit of anger after his wife walked out on him, taking their thirteen year old daughter with her. (It was implied that Keefer already had a fierce temper at home, striking both his wife and child on numerous occasions.) He was sentenced to twenty years in prison, and would have stayed there most of that time if fate had not intervened.

Keefer was approached by one of the lawyers on the payroll of Wilson Fisk, the Kingpin of Crime, with an option to decrease his jail time in exchange for undergoing several scientific experiments (see Kingpin). Keefer decided he had nothing left to lose and agreed. The Kingpin's scientists were studying possible ways to give people superhuman abilities, and injected a number of test subjects with genetic retroviruses developed from animal DNA. Keefer's injections contained DNA culled from a number of apes, specifically gorillas, chimpanzees, and gibbons.

Calling himself Ape-Man, Keefer joined with four other test subjects in escaping the lab, discovering themselves in the sewers underneath Hell's Kitchen. Ape-Man and his companions – Bird-Man, Cat-Man, Dragonfly, and Frog-Man – named their group the Ani-Men and decided to try and take over one of the gangs in the Kitchen (see individual entries). They were foiled by the costumed vigilante Daredevil in this endeavor and were sent to prison (see Daredevil).

Some months later, the Ani-Men had either escaped or were freed from prison, and were hired by the criminal businessman Leland Owlsey, alias the Owl (see Owl). Under the Owl's direction, Ape-Man and the other Ani-Men engaged in attacks on the Kingpin's businesses (Ape-Man and the other Ani-Men are unaware that the scientists who originally mutated them were in the Kingpin's employ), but were again foiled by Daredevil as well as the Kingpin's newest enforcer, Elektra (see Elektra). The Ani-Men managed to avoid capture by the authorities, and are still at large.
Height: 6' 5"
Weight: 325 lbs
Eyes: Brown.
Hair: Brown.
Other Distinctive Features: Ape-Man's body is covered in a coat of brown fur.
Uniform: Sleeveless yellow shirt, yellow shorts, yellow gloves, yellow boots, gold belt.
Strength Level: Ape-Man possesses enhanced strength, enabling him to lift (press) around 1,500 pounds under optimum conditions.
Known Superhuman Powers: Ape-Man has been said to possess the strength, speed, and agility of a great ape. This is somewhat misleading, however. Thanks to experimental genetic reengineering, Ape-Man possesses features of several apes: the strength of a large gorilla, the reaction time of a chimpanzee, and the speed and agility of a gibbon. (Strictly speaking, the family of great apes include orangutans, bonobos, chimpanzees, gorillas, and humans; the several species of gibbons are considered lesser apes.)

In addition to these, his skin is covered in a thick coat of fur, and his ears are able to hear ultrasonic frequencies.

400 points
Attributes:
ST 20/30 [100*]; DX 16 [120]; IQ 10 [0]; HT 14 [40].
Secondary Characteristics: Dmg 2d-1/3d+2 (3d/5d+2); BL 80 lbs (180 lbs); HP 20 [0]; Will 10 [0]; Per 12 [10]; FP 14 [0]; Basic Speed 7.50 [0]; Basic Move 7 [0]; Dodge 11.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Ambidexterity [5]; Brachiator [5]; Combat Reflexes [15]; Damage Resistance 2 (Tough Skin, -40%) [6]; Enhanced ST +10 (Biological, -10%) [72]; Extra Arms 2 (Foot Manipulators, -30%) [14]; Extra Attack 1 [25]; Flexibility [5]; High Pain Threshold [10]; Perfect Balance [15]; Ultrahearing [5].
Perks: Fur [1].
Disadvantages: Bad Temper (12) [-10]; Enemy (NYPD) (9) [-20]; Greed (9) [-22]; Hidebound [-5]; Overconfidence (9) [-7]; Semi-Upright [-5]; Sense of Duty (Ani-Men) [-5]; Social Stigma (Criminal Record) [-5]; Social Stigma (Freak) [-10]; Wealth (Struggling) [-10].
Quirks: Habit (Hums "Apeman" by the Kinks) [-1]; Staid [-1].
Skills: Acrobatics (A) DX+1 [4] – 17†; Brawling (E) DX+2 [4] – 18; Climbing (A) DX+6 [2] – 22†‡; Driving/TL8 (Construction Equipment) (A) DX-1 [1] – 15; Explosives/TL8 (Demolition) (A) IQ+0 [2] – 10; Forced Entry (E) DX+0 [1] – 16; Intimidation (A) Will+2 [8] – 12; Jumping (E) DX+2 [4] – 18; Lifting (A) HT+0 [2] – 14; Wrestling (A) DX+0 [2] – 16.
Techniques: Acrobatic Stand (Acrobatics) (A) def+2 [2] – 13; Breakfall (Acrobatics) (A) def+1 [1] – 18; Choke Hold (Wrestling) (H) def+1 [2] – 14; Drop Kick (Brawling) (H) def+1 [2] – 18; Elbow Drop (Wrestling) (H) def+1 [2] – 12; Evade (Acrobatics) (A) def+1 [1] – 18; Head Butt (Brawling) (H) def+1 [2] – 18; Head Lock (Wrestling) (H) def+1 [2] – 14; Kicking (Brawling) (H) def+2 [3] – 17; Neck Snap (ST) (H) def+1 [2] – 17; Piledriver (ST) def+1 [2] – 16; Wrench Arm (ST) (H) def+1 [2] – 17.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +10 from Enhanced ST.
† Includes +1 from Perfect Balance.
‡ Includes +2 from Brachiator and +3 from Flexibility.

Role-Playing Notes:
Even before being imprisoned, Gordon Keefer was mean and short-tempered. His time in prison and the experiments that turned him into Ape-Man have only exacerbated these traits.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 12-31-2016 at 12:32 PM. Reason: Adjusted ST for Enhanced ST; removed a few Techniques
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Old 03-12-2010, 10:34 AM   #417
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

BARRETT, TURK

Real Name: Turk Barrett (it is unknown whether "Turk" is his real name or a nickname).
Occupation: Professional criminal, occasional informant.
Legal Status: Citizen of the United States with a criminal record.
Identity: Turk Barrett does not use a dual identity.
Other Aliases: None.
Place of Birth: New York City.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: An unnamed street gang.
Base of Operations: Hell's Kitchen, Manhattan, New York City.
History: Turk Barrett has been in and out of prison most of his life for various minor offenses, from drug possession to carjacking. He has also been known to work with New York City's district attorney's office as an informant on numerous occasions, constantly arranging plea bargains in exchange for giving information necessary to secure a number of key convictions.

Turk is also a constant informant for the costumed vigilante Daredevil, who he hates and is constantly trying to figure out a way to eliminate – if only to make his life better (see Daredevil).
Height: 5' 8".
Weight: 165 lbs.
Eyes: Brown.
Hair: Black,
Uniform: None.
Strength Level: Turk Barrett possesses the normal human strength of a man his age, height, and build who engages in moderate regular exercise.
Known Superhuman Powers: None, although he does seem to have the uncanny ability to snatch defeat from the jaws of victory.

-10 points
Attributes:
ST 10 [0]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs; HP 12 [4]; Will 10 [-5]; Per 12 [5]; FP 11 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0]; Dodge 9.
Languages: English (Accented) (Native Language) [-2]; Spanish (Accented) [4].
Cultural Familiarities: Western [0].
Advantages: Combat Reflexes [15]; Fit [5]; Rapid Healing [5]; Social Chameleon [5].
Perks: Compact Frame [1]; Forgettable Face [1]; One-Task Wonder (Hotwiring Cars) [1]; Passing Complexion [1]; Pistol-Fist (Guns (Pistol)) [1].
Disadvantages: Addiction (Marijuana; Expensive, Highly Addictive, Illegal) [-15]; Bully (12) [-10]; Compulsive Carousing (9) [-7]; Cowardice (6) [-20]; Enemy (Daredevil) (One Person, More Powerful; Rival) (12) [-20]; Enemy (NYPD) (Medium-sized Group; Rival) (9) [-10]; Greed (9) [-22]; Pacifism (Reluctant Killer) [-5]; Social Stigma (Criminal Record) [-5]; Social Stigma (Uneducated) [-5]; Status -1 [-5]; Unluckiness [-10]; Wealth (Poor) [-15].
Quirks: Attentive [-1]; Distractible [-1]; Goal (Get Out Of New York) [-1]; Nosy [-1].
Skills: Acting (A) IQ+1 [4] – 12; Brawling (E) DX+1 [2] – 12; Carousing (E) HT+2 [4] – 13; Criminology/TL8 (A) IQ+1 [4] – 12; Current Affairs/TL8 (New York City) (E) IQ+1 [2] – 12; Detect Lies (H) Per+0 [4] – 12; Fast-Talk (A) IQ+1 [4] – 12; Filch (A) DX+1 [4] – 12; Guns/TL8 (Pistol) (E) DX+0 [1] – 11; Holdout (A) IQ+1 [4] – 12; Knife (E) DX+0 [1] – 11; Observation (A) Per+1 [4] – 13; Running (A) HT+0 [2] – 11; Shadowing (A) IQ+1 [4] – 12; Stealth (A) DX+0 [2] – 11; Streetwise (A) IQ+1 [4] – 12; Urban Survival (A) Per+0 [2] – 12.
Starting Spending Money: $800 (20% of Starting Wealth)

Design Notes:
1. If any character is suitable for the Cursed disadvantage, it is Turk. Replacing Unluckiness with Cursed would drop him from a playable -10 points to a whopping -75 points
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 07-12-2010 at 03:09 PM. Reason: Added design notes
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Old 07-12-2010, 03:16 PM   #418
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

BIRD-MAN

Real Name: Unrevealed.
Occupation: Professional Criminal
Legal Status: Citizen of the United States with a criminal record.
Identity: Known to the authorities.
Other Aliases: Henry Hawk.
Place of Birth: Unrevealed.
Marital Status: Unrevealed.
Known Relatives: None.
Group Affiliation: Ani-Men.
Base of Operations: New York City.
History: The man who would become Bird-Man was a noted second-story burglar who was serving a lengthy jail term when he was given the opportunity to be paroled early if he signed up for a series of scientific experiments. (At this point, he was already using the alias "Henry Hawk"; his given name is unknown.)

These experiments, performed by scientists in the employ of the Kingpin, involved the injections of various animal DNA into their test subjects using genetic retroviruses (see Kingpin). Given his alias, Henry Hawk's injections included various species of predatory bird, including hawks, falcons, and condors. The result was that Hawk grew wings underneath his arms while retaining the use of his hands; a secondary aspect was that his entire head changed to become closer to a bird's, including the beak.

Calling himself Bird-Man, Hawk joined with four other test subjects in escaping the lab, discovering themselves in the sewers underneath Hell's Kitchen. Bird-Man and his companions – Ape-Man, Cat-Man, Dragonfly, and Frog-Man – named their group the Ani-Men and decided to try and take over one of the gangs in the Kitchen (see individual entries). They were foiled by the costumed vigilante Daredevil in this endeavor and were sent to prison (see Daredevil).

Some months later, the Ani-Men had either escaped or were freed from prison, and were hired by the criminal businessman Leland Owlsey, alias the Owl (see Owl). Under the Owl's direction, Bird-Man and the other Ani-Men engaged in attacks on the Kingpin's businesses (the Ani-Men are unaware that the scientists who originally mutated them was in the Kingpin's employ), but were again foiled by Daredevil as well as the Kingpin's newest enforcer, Elektra (see Elektra). The Ani-Men managed to avoid capture by the authorities, and are still at large.
Height: 5' 9".
Weight: 180 lbs.
Eyes: Blue.
Hair: None.
Other Distinguishing Features: Bird-Man possesses large, feathered wings under his arms, and a toothless beak instead of a human mouth. Furthermore, his feet have been altered to resemble a bird's, with two long toes in the front and a single toe growing off the heel.
Uniform: Blue bodysuit with a yellow leotard over it, yellow gloves, yellow boots, gold belt.
Strength Level: Bird-Man possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: Bird-Man can fly using the wings growing from under his arms like a bird's. His whole physiology has been adapted to flying: his bones are hollow, like a bird's, and he has a thin membrane over his eyes which protect against the friction of the air moving at high speeds. He can sustain a speed of 30 miles per hour while in flight.

204 points
Attributes:
ST 14 [40]; DX 16 [120]; IQ 11 [20]; HT 14 [40].
Secondary Characteristics: Dmg 1d/2d; BL 39 lbs; HP 14 [0]; Will 11 [0]; Per 12 [5]; FP 14 [0]; Basic Speed 7.5 [0]; Basic Move 7 [0]; Basic Air Move 15 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: 3D Spatial Sense [10]; Fit [5]; Flight (Temporary Disadvantage: No Fine Manipulators, -30%; Winged, -25%) [18]; High Pain Threshold [10]; Nictitating Membrane 1 [1]; Teeth (Sharp Beak) [1]; Temperature Tolerance 2 [2]; Ultrahearing [5].
Perks: Aerobatic Kicks [1]; Feathers [1].
Disadvantages: Enemy (NYPD) (9) [-20]; Impulsiveness (9) [-15]; Phobia (Enclosed Spaces) (12) [-15]; Sense of Duty (Ani-Men) [-5]; Short Attention Span [-10]; Social Stigma (Criminal Record) [-5]; Social Stigma (Freak) [-10]; Vulnerability to Crushing Attacks (Damage Multiplier 2) [-30]; Wealth (Struggling) [-10].
Quirks: Bowlegged [-1]; Dual Identity [-1]; Third Person [-1].
Skills: Aerobatics (H) DX+2 [4] – 18*; Electronics Repair/TL8 (Security) (A) IQ+0 [2] – 11; Flight (A) HT+1 [4] – 15; Holdout (A) IQ+1 [4] – 12; Lockpicking/TL8 (A) IQ+1 [4] – 12; Navigation/TL8 (Air) (A) IQ+3 [2] – 14†; Shadowing (A) IQ+1 [4] – 12; Stealth (A) DX+2 [8] – 18; Streetwise (A) IQ+1 [4] – 12; Urban Survival (A) Per+0 [2] – 12.
Techniques: Attack From Above (Aerobatics) (A) def+1 [1] – 17; Drop Kick (Aerobatics) (H) def+1 [2] – 18; Evade (Aerobatics) (A) def+1 [1] – 19; Kicking (Aerobatics) (H) def+1 [2] – 17; Lethal Kick (Aerobatics) (H) def+1 [2] – 15; Spinning Kick (Aerobatics) (H) def+1 [2] – 16.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +2 from 3D Spatial Sense.
† Includes +3 from 3D Spatial Sense.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 07-21-2010 at 11:24 AM. Reason: added Enemy
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Old 07-12-2010, 03:23 PM   #419
Phantasm
 
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Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

BULLSEYE

Real Name: Unrevealed.
Occupation: Professional criminal and assassin, former soldier and mercenary.
Legal Status: Citizen of the United States with a criminal record.
Identity: Secret.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Presumably single.
Known Relatives: None.
Group Affiliation: Employee of the Kingpin.
Base of Operations: New York City.
History: The man known as Bullseye has made several claims of his history, some of which contradict each other. If it is assumed that some or all of these claims have a grain of truth in them, the following can be inferred:

The man who would become Bullseye discovered his ability to throw anything with unerring accuracy at an early age. At first he used this ability as a pitcher in baseball, but was permanently banned from the sport while still on a collegiate level for putting a rival player in a coma from a thrown baseball. After that, he decided to channel his aggressive tendencies into a military career. After a stint in the US military – he has claimed both the Marines and the Army – he found himself working as a mercenary in Africa for a time.

Ultimately, he turned his talents to assassination. Recently, he's been seen working for Wilson Fisk as one of his assassins, entering into a rivalry with fellow assassin Elektra (see Elektra; Kingpin). He has tangled with Daredevil on a number of occasions (see Daredevil). He is actively hunting Daredevil with the intention of killing the masked vigilante, as Daredevil has not only defeated him more than once, but has – to Bullseye's mind – insulted him by causing him to miss a target, something he has never done before.
Height: 6'
Weight: 185 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Black bodysuit with two white circles between the neck and shoulders, around the head; white gloves; white boots; black cowl with a bull's-eye pattern on the forehead; white belt with a pouch on the right hip.
Strength Level: Bullseye possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: None.
Other Abilities: Bullseye is an expert at throwing all sorts of odd items – most of which are not normally aerodynamic, such as playing cards – as weapons. He is well-versed in human pressure points.
Paraphernalia: In his pouch, Bullseye carries a deck of playing cards, several ballpoint pens, a few chopsticks, a few knives, and a number of shuriken.

Bullseye: You're good, baby, I'll give you that. But me, I'm magic. – Daredevil

400 points
Attributes:
ST 14 [40]; DX 14 [80]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics: Dmg 1d/2d; BL 39 lbs; HP 14 [0]; Will 14 [15]; Per 13 [10]; FP 12 [0]; Basic Speed 6.5 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Ambidexterity [5]; Combat Reflexes [15]; Daredevil [15]; Extra Attack 1 [25]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Perfect Throw 4 [40]; Striking ST +3 (One Attack Only: Thrown Weapons, -60%) [6]; Very Fit [15]; Weapon Master (Thrown Weapons) [40].
Perks: Dirty Fighting [1]; Doodad 3 [3]; Eye For Distance [1]; Special Exercises (Striking ST +1) 3 [3].
Disadvantages: Addiction (Murder) [-5]; Bloodlust (6) [-20]; Bully (9) [-15]; Callous [-5]; Code of Honor (Professional) [-5]; Obsession (Kill Daredevil) (12) [-5]; Overconfidence (12) [-5]; Secret Identity (Possible Death) [-30].
Quirks: Goal (Recognized as Best Assassin Ever) [-1]; Proud [-1]; Show-Off [-1]; Taunts Enemies [-1].
Skills: Acrobatics (H) DX+0 [4] – 14; Boxing (A) DX+0 [2] – 14; Camouflage (E) IQ+0 [1] – 11; Driving/TL8 (Motorcycle) DX+1 [4] – 15; Escape (H) DX+0 [4] – 14; Fast-Draw (Knife) (E) DX+2 [2] – 16*; Forced Entry (E) DX+0 [1] – 14; Guns/TL8 (Rifle) (E) DX+0 [1] – 14; Guns/TL8 (SMG) (E) DX+0 [1] – 14; Holdout (A) IQ+4 [12] – 15†; Jumping (E) DX+2 [4] – 16; Karate (H) DX+0 [4] – 14; Lifting (A) HT+0 [2] – 12; Observation (A) Per+1 [4] – 14; Parry Missile Weapons (H) DX+1 [8] – 15; Pressure Points (Human) (H) IQ+1 [8] – 12; Running (A) HT+0 [2] – 12; Savoir-Faire (Mafia) (E) IQ+1 [2] – 12; Sleight of Hand (H) DX+1 [8] – 15; Soldier/TL8 (A) IQ+0 [2] – 11; Stealth (A) DX+1 [4] – 15; Streetwise (A) IQ+1 [4] – 12; Throwing Art (H) DX+10 [28] – 24‡; Wrestling (A) DX+0 [2] – 14.
Techniques: Targeted Attack (Throwing Art/Neck) (H) def+1 [2] – 18; Targeted Attack (Throwing Art/Vitals) (H) def+1 [2] – 19.
Starting Spending Money: $4,000 (20% of Starting Wealth)

* Includes +1 from Combat Reflexes
† Defaulted from Sleight of Hand
‡ Includes +4 from Perfect Throw

New Talent:
Perfect Throw: Bolas, Dropping, Innate Attack (Projectile), Lasso, Sling, Spear Thrower, Throwing, Throwing Art, Thrown Weapon. May also give a conditional bonus to various Sports skills that use throwing, such as Sports (Baseball) and Sports (American Football). Reaction Bonus: Sportsmen, fans of sports involving throwing, warriors of pre-TL4 cultures. 10 points per level.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 07-12-2010 at 06:25 PM. Reason: Added missing skills
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Old 07-12-2010, 04:10 PM   #420
vitruvian
 
Join Date: Aug 2004
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
BULLSEYE

Real Name: Unrevealed.
Occupation: Professional criminal and assassin, former soldier and mercenary.
Legal Status: Citizen of the United States with a criminal record.
Identity: Secret.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Presumably single.
Known Relatives: None.
Group Affiliation: Employee of the Kingpin.
Base of Operations: New York City.
History: The man known as Bullseye has made several claims of his history, some of which contradict each other. If it is assumed that some or all of these claims have a grain of truth in them, the following can be inferred:

The man who would become Bullseye discovered his ability to throw anything with unerring accuracy at an early age. At first he used this ability as a pitcher in baseball, but was permanently banned from the sport while still on a collegiate level for putting a rival player in a coma from a thrown baseball. After that, he decided to channel his aggressive tendencies into a military career. After a stint in the US military he has claimed both the Marines and the Army he found himself working as a mercenary in Africa for a time.

Ultimately, he turned his talents to assassination. Recently, he's been seen working for Wilson Fisk as one of his assassins, entering into a rivalry with fellow assassin Elektra (see Elektra; Kingpin). He has tangled with Daredevil on a number of occasions (see Daredevil). He is actively hunting Daredevil with the intention of killing the masked vigilante, as Daredevil has not only defeated him more than once, but has to Bullseye's mind insulted him by causing him to miss a target, something he has never done before.
Height: 6'
Weight: 185 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Black bodysuit with two white circles between the neck and shoulders, around the head; white gloves; white boots; black cowl with a bull's-eye pattern on the forehead; white belt with a pouch on the right hip.
Strength Level: Bullseye possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: None.
Other Abilities: Bullseye is an expert at throwing all sorts of odd items most of which are not normally aerodynamic, such as playing cards as weapons. He is well-versed in human pressure points.
Paraphernalia: In his pouch, Bullseye carries a deck of playing cards, several ballpoint pens, a few chopsticks, a few knives, and a number of shuriken.

Bullseye: You're good, baby, I'll give you that. But me, I'm magic. Daredevil

400 points
Attributes:
ST 14 [40]; DX 14 [80]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics: Dmg 1d/2d; BL 39 lbs; HP 14 [0]; Will 14 [15]; Per 13 [10]; FP 12 [0]; Basic Speed 6.5 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Ambidexterity [5]; Combat Reflexes [15]; Daredevil [15]; Extra Attack 1 [25]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Perfect Throw 4 [40]; Striking ST +3 (One Attack Only: Thrown Weapons, -60%) [6]; Very Fit [15]; Weapon Master (Thrown Weapons) [40].
Perks: Dirty Fighting [1]; Doodad 3 [3]; Eye For Distance [1]; Special Exercises (Striking ST +1) 3 [3].
Disadvantages: Addiction (Murder) [-5]; Bloodlust (6) [-20]; Bully (9) [-15]; Callous [-5]; Code of Honor (Professional) [-5]; Obsession (Kill Daredevil) (12) [-5]; Overconfidence (12) [-5]; Secret Identity (Possible Death) [-30].
Quirks: Goal (Recognized as Best Assassin Ever) [-1]; Proud [-1]; Show-Off [-1]; Taunts Enemies [-1].
Skills: Acrobatics (H) DX+0 [4] 14; Boxing (A) DX+0 [2] 14; Camouflage (E) IQ+0 [1] 11; Driving/TL8 (Motorcycle) DX+1 [4] 15; Escape (H) DX+0 [4] 14; Fast-Draw (Knife) (E) DX+2 [2] 16*; Forced Entry (E) DX+0 [1] 14; Guns/TL8 (Rifle) (E) DX+0 [1] 14; Guns/TL8 (SMG) (E) DX+0 [1] 14; Holdout (A) IQ+4 [12] 15; Jumping (E) DX+2 [4] 16; Karate (H) DX+0 [4] 14; Lifting (A) HT+0 [2] 12; Observation (A) Per+1 [4] 14; Parry Missile Weapons (H) DX+1 [8] 15; Pressure Points (Human) (H) IQ+1 [8] 12; Running (A)
Techniques: Targeted Attack (Throwing Art/Neck) (H) def+1 [2] 18; Targeted Attack (Throwing Art/Vitals) (H) def+1 [2] 19.
Starting Spending Money: $4,000 (20% of Starting Wealth)

* Includes +1 from Combat Reflexes
Defaulted from Sleight of Hand
Includes +4 from Perfect Throw

New Talent:
Perfect Throw: Bolas, Dropping, Innate Attack (Projectile), Lasso, Sling, Spear Thrower, Throwing, Throwing Art, Thrown Weapon. May also give a conditional bonus to various Sports skills that use throwing, such as Sports (Baseball) and Sports (American Football). Reaction Bonus: Sportsmen, fans of sports involving throwing, warriors of pre-TL4 cultures. 10 points per level.
You gave him techniques off of Throwing Art, but no actual Throwing Art skill.
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